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Neupaertl
7 years agoHonored Guest
Adjusting the Field of View
We are trying to change the field of view to smaller values within our experimental setting in Unity, which works out fine as long as we do not run it in VR. There, the Oculus intrinisic parameters seem to overwrite any change we've made in the editor, which is reported by others too. Only, we're missing a good solution yet. Is there a way to change the default settings or even better change it during runtime?
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- krougeauHonored GuestJust as a note of encouragement in hopes of speeding this implementation along: there are quite a few "workarounds" and "fixes" for overcoming Unity's own limitations that require devs to make use of altered FOVs. Taking this ability away from us cripples these "fixes" and makes it impossible to do in VR what would be rudimentary in a standard "flat" 3d game. To illustrate, I'm currently working on a large scale "outer space" based game. In order to render huge planets at scales and distances outside Unity's usual capabilities, I've been trying to make use of a multi-camera LOD setup that makes small scale objects appear large(er) at a distance, but which requires additional overlay cameras with their own FOV settings to manage. Simple enough in a standard Unity scene, but currently not possible with a VR scene using the Oculus SDK because it arbitrarily adjusts the FOV of any camera in the scene to match it's preferred settings. I'm currently looking into altering the settings on my additional cameras to not target the same eye/display as the VR camera, but am not sure how to go about rendering images from these non-VR cameras into the VR cameras view... In short, until and unless I can wrap my head around the sideways thinking this entails, my game is pretty much hosed and I have to start again from scratch and give up on a lot of what I was working towards...
TLDR? Fix this! Please?! - vrdavebOculus Staff> I've been trying to make use of a multi-camera LOD setup that makes small scale objects appear large(er) at a distance, but which requires additional overlay cameras with their own FOV settings to manage.
Can you adjust Transform.localScale instead of Camera.fieldOfView?
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